SkarmoryThePG

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  1. SkarmoryThePG

    So... Stalkers.

    I'm fond of the idea of making Placate faster to cast.
  2. Hmm.

    Any good picks other than Force Feedback -rech in Rain and Empty and Achilles -res in Pistols that I should be aware of?
  3. Most Dual Pistol attacks have a chance to KB when not using any of the ammo toggles. If I slot a KB slot proc into the attack (say, Force Feedback %-rech), will it have a chance to fire off even using an ammo type?
  4. SkarmoryThePG

    So... Stalkers.

    Quote:
    Originally Posted by Clave_Dark_5 View Post
    I just had a thought regarding the "chance for dropping back into stealth based on chance after an attack": any time that happens, you KNOW it will be when you already had Placate lined up (you know, how you click on a power while another is activating so it will go off immediately after). That would be annoying.
    Agreed. This "buff" would make me tear my hair out and stop me from playing Stalkers.
  5. Ohgodohgodohgod

    pleasepleasepleaseplease give us that Praetorian salute emote

    _please_
  6. SkarmoryThePG

    So... Stalkers.

    Quote:
    Originally Posted by macskull View Post
    they've got decent AoE (and now Kinetic Melee as well, which I think is a good thing)
    Katana and Broadsword have a cone that deals more damage at almost half the recharge. Spine Burst is bigger and deals a bit more damage for only one second longer recharge. Burst is, unfortunately, kinda crap.

    More on Burst
  7. Fist of Annihilation looks bitchin'. There's your reason.
  8. Quote:
    Originally Posted by BBQ_Pork View Post
    What effect does "too much" Prestige in the system have?

    Bases get too large too fast and members get lost? Excessive base sizes take up too much server memory?
    Please elaborate.
    It removes any incentive to gather Prestige for the group because it'll never get used anyway

    This is also why I want appreciable rent back. Just let me auto-pay it.
  9. There's too much prestige in the system as is. No sinks. A mid-size SG can earn more prestige than they'll ever be able to spend way too fast.
  10. Quote:
    Originally Posted by Candlestick View Post
    Willpower.

    It's better then Regen. The only reason you would want to go Regen over WP is because quick recovery comes earlier.
    Or because you like burning less end on toggles.

    Or because you don't like fighting in a crowd.

    Or because you like having the psychological crutch of click heals which are there when you need them.
  11. Quote:
    Originally Posted by Wolvorine View Post
    I've been hoping for a serious engine re-write for the game just so we don't have these kinds of 'engine limitation problems' (only 2 more skeletal points, no quadrupeds, etc) for quite a while now. I don't *expect* it, but I'd love it.
    That's not an engine limitation. That's just an imperial ***-ton of work for bugger all benefit.
  12. SkarmoryThePG

    Noble Savage

    Figures. Art lead just -has- to design his own face character.

    Ah keed, ah keed!
  13. Quote:
    Originally Posted by David Nakayama View Post
    More on Noble Savage on Thursday, July 8th. Stay tuned...
    Isn't it Friday now?
  14. Quote:
    Originally Posted by Golden Girl View Post
    Like you have people like Calvin Scott who's on a personal crusade to get his wife back
    So, in other words, he's putting his needs way, way ahead of the needs of the many?

    Quote:
    Originally Posted by Golden Girl View Post
    or people who have had friends and family killed by Tyrant and are out for revenge
    Killed not without a reason, I presume.

    Quote:
    Originally Posted by Golden Girl View Post
    Or anarchists who just want to oppose authroity, or ciminals who'd find a less oppressive society easier to operate in,
    Villains.

    Quote:
    Originally Posted by Golden Girl View Post
    or genuine freedom fighters who oppose the dictatorship on moral grounds
    Moral grounds don't keep the citizens healthy, safe and well-fed.
  15. Quote:
    Originally Posted by Decorum View Post
    I think it's someone's cute little way to indicate that the thread has been necroed.

    And seriously, people around here are way too touchy about that. Way touchier than the rule would indicate.
    Huh, that it was.

    Well, the thread deserves to live again. So there.
  16. Quote:
    Originally Posted by DarkGob View Post
    Deep in the bowels of Grandville are non-targetable 3 Omega Bombs waiting for an unsuspecting explorer. They aggro at a pretty large distance and will start floating towards you, exploding in what appears to be melee range.
    It's a bug. The Arachnos Cruise Missiles are pets spawned by the Arachnos Flyer. Why are they there? Because the Flyer bugged out and is stuck underground.

    Also, unrelated, only somewhat an easter egg. On the Tech Lab map, in the room that has the raised ledge, the back area with a raised platform and a sizeable side area, the computers under that ledge have sounds straight out of Quake 2.

    [edit] also, wtf is up with the lughebu tag?
  17. Quote:
    Originally Posted by Fleeting Whisper View Post
    Tohit debuff, actually, and tied with Darkest Night for one of the strongest in the game. (Of the powers available to players, I believe it's third behind Blackstar and Chill of the Night; Blackstar is a nuke and Chill of the Night is only available via Dark Servant.)

    And considering Terrorized can only be broken at most once every 5 seconds, while Sleep is broken whenever you're hit, KBed, or healed... there's a distinct difference there. And the Terrorized effect stays even if you run away; if you get knocked out of the sleep patch, you're awake for good.
    But it has the reverse effect that if they weren't affected by the patch at start, they are now once they walk into it.

    However, thank you for reminding me about the five second bit, it completely slipped my mind AND shot that idea to hell.

    Of course, right now realize that, actually, yes, Fear can be caused by poisons.

    Good bye Pestilent Cloud, hello Hallucinogen Cloud. Short-duration but refreshing fear. Secondary effect is a good question. -dam and -tohit are nice but if they're strong enough to be significant, you're running into problems with Hallucinogen + Envenom being even more stupidly powerful. Chance to Confuse sounds very fluffy but pushes the power to controller levels (or, alternately and for me even worse, to very long recharge levels). Still, a possible Corruptor version could get the aforementioned Chance to Confuse.
  18. Quote:
    Originally Posted by Fleeting Whisper View Post
    Doesn't help much. Again: Mastermind set. Sleeps in general already have dubious usage on teams (Mass Hypnosis sees usage in special scenarios such as the LRSF, and Mesmerize is particularly useful for its damage and because it can mez a boss in one shot). Masterminds are their own team. And while you can direct your henchmen's fire away from slept targets, you can't stop them from using AoE powers.
    And yet Fearsome Stare, which is mechanically similar (temporarily breakable control + defensive debuff), is considered an excellent power in its own right.

    Quote:
    Originally Posted by Fleeting Whisper
    Additionally, since such a power must be implemented as a pseudopet, it doesn't gain any significant advantage from using the Call of the Sandman proc.
    Forgive me if I fail to see the relevance.

    Quote:
    Originally Posted by Fleeting Whisper
    Noxious Gas won't be proliferated because Noxious Gas must be applied to a henchman.
    Quote:
    Originally Posted by SkarmoryThePG
    Plus, if the set ever gets proliferated to Corruptors, this power might work just as well on your teammates...
  19. It'd require new code, no doubt. For example, the "level-locking" of the trainer so you couldn't train yourself.
  20. Yadda yadda yadda here's a suggestion I had a while ago:

    Mentor: Your experience lets you train other heroes.

    Use this power to summon a temporary Trainer. It works just as a normal trainer, with full options, however. The trainer is spawned at your character level, and can only be interacted with by characters at a level lower than your own.

    Duration: Permanent until you move away from it.
  21. Quote:
    Originally Posted by Fleeting Whisper View Post
    I like your changes, except this. I would much rather just turn Poison.Poison Trap into a mechanical copy of Traps.Poison Trap. They're already named the same, and an AoE sleep doesn't really help Poison much, especially considering it as a Mastermind set.

    Something like Pestilent Cloud might be handy for proliferating the set (since Noxious Gas won't be proliferated, that's a certainty)
    It'd let you debuff a spawn before it starts shooting. That's something poison sorely lacks.

    Also, AoE pulsing sleep. Significant difference.

    Further, why the certainty that it wouldn't be proliferated?
  22. If you still care for them, posted my Poison suggestions.
  23. 40ft is considered 'ranged', not 'melee'. 39- is non-ranged.

    Icy for example I know is 4/4/1. Thorny is 4/3/2
  24. I’ll try and avoid being my usual overly verbose self. Success not guaranteed. Apologies in advance in order.

    The primary purpose of this proposal is not to make Poison more powerful. It is to make it more appealing. The primary means under consideration are changes to underwhelming powers and the addition of an ability the set completely lacks, that is, alpha strike mitigation.

    Alpha strike mitigation (ASM) is a catch-all term meaning a powerset’s ability to reduce the incoming damage delivered by a spawn’s opening salvo. Note that this can very well mean up to every attack a mob has used once. Compared to other Buff/Debuff powersets, Poison has virtually no ASM at all. Weakening a target will not be significant when facing a big and/or uniform spawn, Neurotoxic Breath offers good beta strike mitigation but not really significant ASM (due to the hold being unreliable and very short; at best, it just delays the alpha strike by seconds), while Noxious Gas has very low uptime, and its method of delivery makes it unlikely that the debuff will be applied before the bullets start flying.

    A common complaint about Poison is that it’s “Radiation Emission, but weaker”. Indeed, there is currently not all that much reason to pick Poison over Rad’s slightly weaker but AoE debuffs backed by the very desirable AM buff. Part of this suggestion is an attempt to distance Poison from Radiation Emission in the name of unique appeal.

    Changes to powers:

    Alkaloid
    Alkaloid, not without reason, has a reputation as one of the two worst single target heals in the game, only considered not worse than O2 Boost because it is available to a quarter of the archetypes, trading the latter’s stun protection and resistances to highly annoying debuffs (endurance and perception) for a extremely situational toxic resistance. Alkaloid’s already low HPE is exacerbated by its availability only to endurance-inefficient Masterminds and its almost 50% faster than others (not counting Arcanatime) animation. The fact Poison masterminds start with this power doesn’t help its perceptions.

    A simple buff of the heal value to Heal Other/Soothe/Cauterize levels could work, however, it would only further homogenize the set. My suggestion is as follows: Reduce the duration of the resistance buff to 15s, perhaps remove it entirely. Keep the heal and the cost at the same level. However, add a strong Heal over Time component for the duration. Possibly as strong, or stronger, than the “burst” heal at the start. This would make the power weaker than Heal Other at burst healing, but if allowed to fully apply, the heal per casting will be noticeably higher. The HoT should, rather obviously, not stack, rather refresh, increasing HPS at a noticeable cost to HPE.

    A similar effect could be achieved by a strong but limited duration +regen effect, however, my experience suggests that would prove a veritable nightmare to balance. 25% of a mob’s life over, say, 15s is imperceptibly small for a Minion class henchman, but utterly devastating if applied to a Archvillian class mob. Possible ways to abuse this are left as an exercise to the reader. It is my belief that burst +regen should be reserved for self-heal powers, like Energize or Instant Healing.

    Elixir of Life
    Pretty much a clone of Mutation, with the added drawback of a short but powerful hold at expiration. It is my belief that this should be made the main drawback, and the resulting debuff should be reduced in potency.

    Paralytic Poison
    A simple, straight-up hold, with no secondary effect. It is my belief that the power should be moved up to Tier 8 (lvl 35), and receive such a secondary effect, in the manner of some non-crippling debuff. Finding a fitting debuff may be difficult, as the set already covers every one imaginable, however, a straight-up -dam seems fitting with the toxic theme. Alternately, the power could add a toxic DoT, however that would throw off slotting and not really fit the ‘paralytic’ descriptor.

    Poison Trap
    It is my belief that this power should be taken out behind the barn, shot, shot again for good measure, buried in an unmarked grave, and spread over with salt just to be sure. No cottage rule, no excuses. Just gone. The only thing this power does well is ruin the name of Traps’ Poison Trap.

    Pestilent Cloud - NEW POWER
    Sliding into Tier Seven, this power is meant to give Poison a degree of ASM. The character launches a sizeable glob of poison gunk, either by baseball pitch or Shout’s slow spit animation. The power itself is a Patch about the size of Tar Patch, and it has three discrete effects:

    Firstly, any mob that passes through the patch has its damage debuffed some. This effect persists a few seconds after leaving the area.
    Secondly, any mob caught in the initial blast has a high chance (actually two independent chances) to be afflicted by a damage-less sleep.
    Finally, the cloud pulses out an often but low (Earthquake mechanic) chance to place a sleep on any mobs that remain in its area of effect.

    The Pestilent Cloud would play a role similar to Fearsome Stare. Control the enemies who you don’t shoot, debuff the offense of those you do.

    Noxious Gas
    While no doubt an awesome power, it is in fact, Too Awesome To Use due to its low uptime. This may be personal bias speaking, but I propose something radical: Turn it into a toggle. Keep the recharge low enough that being detoggled/turning it off to save end won’t cripple your efficiency for the next spawn or two, keep the cost high enough that you have to work for it to not worry about keeping it up (think Disruption Field... though hopefully no higher, even for a Mastermind). This’ll give Poison characters a clear, reliable goal of a power to aspire to unleash upon their unworthy foes.

    Plus, if the set ever gets proliferated to Corruptors, this power might work just as well on your teammates...

    This concludes this suggestion. Comments? Questions? Opinions? Death treaths?